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Phantom Isle - The Haunted Theme Park

Phantom IsleThe Haunted Theme Park

For several decades this remote theme park was a popular tourist attraction for people of all ages. Starting as a small fairground it was built into the land's largest and most sought after family holiday destination, the entire island eventually converted into one enormous theme park incorporating hundreds of rides, entertainment venues, and showcases. Contests were held, friendly trainer battles took place, children were even allowed to hire Pokémon for the day to either keep them company or to battle with in special kiddie events. When the park became so popular that families wished to stay longer than a single day in order to experience everything there was to offer, a grand hotel was built offering special and affordable deals for families and trainers alike. Then one day, several years ago and during the height of the theme park's popularity, a devastating fire on the Ghost Train responsible for the deaths of several adults, trainers, and dozens of children, closed the fairground to the public. Reconstruction work began immediately, but after many unexplained happenings involving serious injury, and in a few cases the death of construction workers, the repairs were put on hold. The spooky events continued long after, with many curious trespassers, as well as the security guards hired to keep them away, disappearing, never to be seen again, or turning up on the mainland frightened out of their wits with no memory of why, or of how they got there. Any and all attempts at reconstruction have since failed, leaving the theme park shrouded in an aura of darkness and mystery. As a result very few dared to venture here, the stench of death and misery allowing the theme park to become a breeding ground for the darker side of the Pokémon world. As supernatural activity in the deserted park increased, a strange purple haze began to appear until eventually the entire island was surrounded by it resulting in a permanent state of darkness shrouding it as natural light was unable to properly filter through. This of course deterred even more people from approaching the area as they deemed it far too dangerous. In recent weeks, however, some rather bizarre events are rumoured to be taking place, and as word spreads of the park once again being open, only now run by ghosts, the theme park has been renamed "The Phantom Isle". Now, some of the more daring adventurers in the land have been contemplating returning to the park to discover for themselves if there is indeed any truth to these amazing stories.

The Park

Despite the lack of human activity in the park during its closure, it seems those from the realm of the dead are quite active in these parts. All of the popular rides remain the same as they were prior to the ghost train event, but over time they seem to have become populated by very unsavoury characters in the form of spectres, poltergeists, and even some of the more mischievous Pokémon who want to manipulate anyone brave enough to enter such a place. If you dare to venture here, you'd best have your wits about you.

Areas:Rollerquaza: The largest rollercoaster in the park, this ride is designed around the legendary Pokémon Rayquaza and its home, the Sky Pillar of the Hoenn region. The highest peak of the ride reaches, much like the Pokémon itself, high into the clouds above the fog shrouding the park. The final drop leading the rider to a darkened tunnel where people have apparently gone missing for days at a time, reporting a bizarre force as they plunged deep into the shadows.

The Funhouse: The name speaks for itself, though the fun you'll have might not be the sort of fun you are acquainted with. A strange entity exists in the building which seems to emanate evil from the walls and floors, causing even the most nimble of trainers to have trouble keeping their balance in the various rooms.

Mantine Mania: A water-based ride with a twist, not only do you ride through what used to be the serene decorative gardens, there is a waterfall drop and even an underwater segment. Pokémon are rumoured to live in the water and the various surroundings, but if you plan on leaving the ride be wary of getting lost in the now-jungle-like gardens as it could prove to be a very dangerous trek.

Salty Sam's Pirate Ship: Don't be fooled by its light hearted name, this pendulum-like ship ride with its dummy captain is more than it looks. Rumour has it that if the carriage goes completely upside down, the bizarre events begin to unfold with your escape being the last thing on the captain's one-track mind.

Helter Skelter: Seems like your regular climb up, slide down, helter skelter but, unbeknown to its riders, there is more of a twist than you would expect...

Sideshow Alley: Contains all of the normal things you would find in a sideshow with one exception - a memorial wall set up with dozens of plaques in honor of the deceased children who never made it off the ride of a lifetime. Each plaque has a space for flowers to honor their memories if you wish, but beware, for the sad and gloomy atmosphere around here attracts more than curious trainers.

Merry-Go-Round: Looks just like a normal Merry-Go-Round right? Think again. Take the trip of a lifetime, or maybe just your life, and see what mysteries lie within the maze beneath the Merry-Go-Round. Not such a fun-filled looking ride now is it?

The Circus Tent: Want to see the show of a lifetime? Enter the Circus Tent and challenge the bloodthirty ghosts within to a battle upon the stage. Defeat four in a row to reach the Champion - A Dark Pokémon whose identity remains a mystery as nobody has ever made it far enough to win.

Fortune Teller's Tent: Situated in the shadows cast by the majestic circus tent is a much smaller tent which once housed a mystical woman who was said to have powers beyond that of a regular human, being able to see not only into the past, but also into the future. She passed away not too long before the closure of the theme park but nobody thought anything of it, since she was getting on in years. Today, there is still a light coming from her tent, so could it be she still lingers in the theme park, waiting for her next customer?

The Big Wheel: Seems like any old wheel ride, but on a much greater scale. Each carriage can easily hold ten people and the top of the wheel is so high that it cannot be seen from the ground due to it being shrouded in the bizarre violet fog. Recently, there have been rumours of it speeding up, its riders lost, but where?

Ghost Train: Enter if you dare - The Ghost Train, the site of the disaster responsible for the closure of the theme park. Ghostly visits from children lost are reported to have scared many a construction crew away from this site while some of the strongest and darkest Pokémon of all are rumoured to dwell within the burnt out remains of this once popular ride.

House of Mirrors: Reflections aren't the only things you'll find in these mirrors...

Contest Halls: Scattered throughout the park are five contest halls, each devoted to a specific contest type; Beauty, Cool, Cute, Smart, and Tough. One contest was held in each hall each day at noon while the park was open, with people flocking in to watch. The contests are now back, though a little different to before, the entry deadline being midnight. Better not be late.

Kiddie Arenas: Sixteen kiddie battle arenas are scattered throughout the park, each devoted to a specific Pokémon type. They're not very big as these were simply a testing ground for children under ten to practice their battle skills with rented Pokémon, though these days they're a little more treacherous.

The Hotel

Situated at the back of the theme park is a grand hotel where guests and their Pokémon stayed whilst visiting. The ground floor has the usual areas such as lobby, restaurant, boutique, and entertainment room, while the downstairs levels house a storeroom and very special casino for its patrons. The hotel is still very active but its guests are far different than you might be used to encountering. The eight upper floors containing the suites are more often than not inhabited by spirits, some being those who perished in the fateful incident that closed the park. Some are restless not realising they are dead, and some are harmless, while others are not. Wander around the hotel and you may find more than you'd bargained for.

Areas:The Lobby: Upon entering the hotel's main doors, you reach a marble-floored lobby with a check-in desk and huge chandeliers that flicker ominously. Behind the desk lies most of the keys to the various hotels rooms, but an unseen power prevents you from taking more than one at a time. A lone elevator sits at one end, leading up to the rest of the rooms or down to the storeroom and casino.

Restaurant: Through a set of ornate double-doors lies what used to be one of the finest restaurants in the world. All of its tables and chairs remain untouched and the food seems to be frozen in time, no signs of decay at all. Candelabras decorate the tables but they have been seen flying around the room. The kitchen has become a dangerous place, however, located through a saloon door behind the food counters. The walls, still lined with the sinister, sharp utensils previously used by the various chefs glint in the moonlight and seem to sway on their own. A wrong move could lead to you being the latest delicacy.

Boutique: A gift shop selling theme park souvenirs, you might find more than a keyring or two floating about in here.

Entertainment Room: A place for visitors to unwind after spending a long day wandering around the park. A pool table is it's central focal point, although there are several arcade machines lining the walls as well as many tables set out with board games for children to play. Tron and Jumanji are child's play compared to what goes on in here nowadays.

Storeroom: A vast room filled with everything the hotel might need and plenty of spare hotel furniture of all kinds. Pokémon have taken the furniture as an invitation to make themselves at home and quite a large variety of Pokémon can be found here not wanting to be disturbed by anything, let alone humans.

Members-Only Casino: Situated beneath the hotel is a large casino that was previously members-only. Reports speak of a barrier that you still seemingly cannot pass without possessing one of the members' cards handed out to adults who visited the hotel and casino in its heyday. You might end up gambling more than you bargained for, however, so beware...

The Upper Floors: There are eight upper floors to the hotel where the park's guests stayed, and some still dwell. One great mystery seems to be surrounding the sixth floor, or lack thereof, as the entire level seems to have vanished. Curious, as it's clearly visible from the outside, it just doesn't appear to exist within. The key to room thirteen is also rumoured to be located somewhere within the hotel, its sinister contents being protected as best they can. Can these two mysteries possibly be connected?

Mantine Mania: A water-based ride with a twist, not only do you ride through what used to be the serene decorative gardens, there is a waterfall drop and even an underwater segment. Pokémon are rumoured to live in the water and the various surroundings, but if you plan on leaving the ride be wary of getting lost in the now-jungle-like gardens as it could prove to be a very dangerous trek.

Andy shuddered as he took in his surroundings. There was an eerie quietness in the air, despite the whirring, clattering and rumbling of the rides around him.

"Make sure we stay well away from that rollercoaster," he said to Sheldon, who also seemed slightly unsettled. Andy hated rollercoaster, just looking at this one from a distance made his stomach churn in an unpleasant way, and it didn't help that this one looked like it may come to life and fly off the tracks at any second like a real Rayquaza.

Locating a map of the area Andy studied it carefully. "The Ghost Train is definitely off too, and the Pirate Ship," said Andy, as he continued to mentally check off area after area he would rather not get stuck in. One area finally did catch his interest though.

"Mantine Mania," He read aloud, "that doesn't sound too bad. What do you think, Shelly?" The Turtwig nodded in agreement, more for the want of not being in such an open, exposed area any longer than any actual desire to see the attraction in question.

A 21-year-old young man sighed as he walked steadily towards the abandoned theme park before him. He was dressed relatively plainly. A dark green t-shirt covered by a flannel jacket; faded blue jeans; and a brown cowboy hat. By his side floated a light purple two-headed Poison-type- Missingno. Master's starter Pokémon.

Fortune Teller's Tent: Situated in the shadows cast by the majestic circus tent is a much smaller tent which once housed a mystical woman who was said to have powers beyond that of a regular human, being able to see not only into the past, but also into the future. She passed away not too long before the closure of the theme park but nobody thought anything of it, since she was getting on in years. Today, there is still a light coming from her tent, so could it be she still lingers in the theme park, waiting for her next customer?

Melissa approached the entrance to the park cautiously, wary of the ominous feeling in the air. A Cyndaquil sat comfortably on her left shoulder, though he frequently glanced around. Both of them could feel something otherworldly following their presence, but the girl's curiosity gave her the strength to ignore the eerie feeling of being watched. They reached a map and examined it, trying to decide where to go.

"Do you wanna try the rides, Wildfire?" the girl eventually asked. The Cyndaquil vehemently shook his head, before continuing in a worried tone. "Cyn-da-quil. Quil, quil!"

"Yeah, I didn't want to either," she agreed, searching out the other attractions. From what she'd heard before she arrived, almost everything in the park was haunted by evil spirits and malicious ghosts, but she wasn't really looking forward to meeting any of them. Still, Melissa didn't want to leave before exploring the place a little, so she decided to go the Fortune Teller's Tent. After all, how bad could a fortuneteller's tent be?

"How about the Fortune Teller's Tent?" she offered, already turning away from the map. "I mean, a fortune teller's tent can't be too bad, could it?"

The Cyndaquil shifted uneasily on her shoulder, but he didn't protest. "Qui-il," he replied, agreeing reluctantly, as she set off towards the tent.

The Big Wheel: Seems like any old wheel ride, but on a much greater scale. Each carriage can easily hold ten people and the top of the wheel is so high that it cannot be seen from the ground due to it being shrouded in the bizarre violet fog. Recently, there have been rumours of it speeding up, its riders lost, but where?

Charlotte stood by the entrance to the park, fearless and eager to try one of the rides. The "Phantom Isle", as many people called it nowadays, had always been fascinating to her, thanks to the rumours of the ghosts and the mysteries which were now part of the Park. Charlotte loved mysteries, adventures, action, and thrill, so nothing could possibly beat a haunted theme park in terms of excitement for her.*

Flare, however, wasn't so sure about going into the Theme Park. Sure, it would be nice battling the ghosts and the like (if they were real, anyway), but a haunted theme park wasn't really on her favourites list. Despite her naughty nature, she certainly didn't want to get kidnapped by a Drifloon or something like that!

"Right, enough staring, Flare," Charlotte concluded, scooping up the rather frightened Vulpix in her arms after a while of gawking at the theme park itself. "Let's find ourselves a suitable ride to go on, eh? No use just staring at then like that, kay?"

Once inside, Charlotte found an old, battered leaflet lying on the ground, which contained a map, showing where each ride or feature was. Obviously, after being out in the soggy, foggy weather for several years, the map was barely legible, and Charlotte couldn't make any sense out of it. "Here, Flare, you try reading this," she suggested, and Flare responded with a look that seemed to ask her if she was crazy.*

Charlotte sighed, rolled up the leaflet, and stuffed it in her pocket. "Well, this might be useful later on, so I'll just keep it for now..." she muttered to herself. "But anyway. Where to go...?"

"Vulpix Pipi!" Flare squealed, and pointed to a gigantic ferris wheel ride of some sort. Each of its carriages looked like they could hold at least ten people, and the top of the ferris wheel wasn't even visible. That had to be one huge whopper of a ride - and probably also meant that the whole park would be visible once they reached a certain height. Coincidentally enough, the ride looked like it was only a few minutes' walk away. Perfect.*

"Let's go to the ferris wheel, Flare, we'll get a better view of the theme park up there," Charlotte said to Flare, who reluctantly obliged. Surely, a gigantic ferris wheel won't be much harm... right?

The Upper Floors: There are eight upper floors to the hotel where the park's guests stayed, and some still dwell. One great mystery seems to be surrounding the sixth floor, or lack thereof, as the entire level seems to have vanished. Curious, as it's clearly visible from the outside, it just doesn't appear to exist within. The key to room thirteen is also rumoured to be located somewhere within the hotel, its sinister contents being protected as best they can. Can these two mysteries possibly be connected?

A chill came down a somewhat young trainer's spine as he entered this place. A large hotel and an even larger theme park long since abandoned, mostly due to so-called hauntings and things. The young trainer looked upon the eerie hotel, counting the number of floors. "Eight of them, just like there's supposed to be," the trainer said.

Accompanying the trainer was a young Jovial Totodile, Gold. Unlike the trainer, he seemed to be in a much more playful mood. It took the trainer forever just to stop the Totodile from running off into the theme park. Both trainer and Pokemon could feel that chill again, but this time it was a lot more unwelcoming than the last one. Nevertheless, they would brave the so-called haunted hotel and solve this mystery. Bill and the Totodile both knew that entering into floor six would not be an easy one, but there was probably some trick to it. They both decided to head to floor five first to see if they could find an indirect way of reaching floor six.

Kiddie Arenas: Sixteen kiddie battle arenas are scattered throughout the park, each devoted to a specific Pokémon type. They're not very big as these were simply a testing ground for children under ten to practice their battle skills with rented Pokémon, though these days they're a little more treacherous.

As Asuka lightfootedly stepped through the gates leading into Phantom Isle, she couldn’t help but shudder. The atmosphere was unbelievably gloomy. A chill struck down her spine at the thought of a place once the staple of cheeriness and fun was converted so ominously into the subject of ghost stories and scary legends.

As difficult as it seemed for Asuka to get accustomed to her new found surroundings, the couldn’t help but feel somewhat at home as a result of standing side by side with her partner in crime, Kurai the Duskull, for so long. Floating into the scene and realizing where he was at, Kurai immediately extracted himself from the trepidation Asuka was feeling and became quite excited for what lied ahead. After all, how often does the opportunity arise for a ghost Pokemon-in-training to be met with such familiar surroundings alongside their trainer? Kurai began thinking of the sheer fun they could have together riding rides with the other ghosts looming around.

“K-Kurai?” Asuka stammered through the obvious shiver in her voice. “You seem pretty unrealistically blissful…” Although, as Asuka thought about the night to lie ahead, she soon began imagining the experience she could gain while battling Pokemon in such an uncomfortable environment. Her fear subsided a little.

After walking past where the ticket booths once were, Asuka spotted a dirty timeworn pamphlet on the ground. She picked it up and examined the park map, dated back several years. As she did, she slowly became eager to explore the park that had remained virtually untouched since it’s closing so long ago. Having an equal preference for all the areas (as well as equal hesitation), Asuka felt at odds with herself on the decision of where to go. Seeing her vacillation, Kurai indicated the Kiddie Arenas.

“The Kiddie Arenas? Haha…” Asuka said aloud. At first, she dismissed the thought, but remembering how she used to go to similar events when she was in elementary school she decided for it. The familiar surroundings should serve as a crutch in case she got too scared, right? “Okay then, let’s go!”

Sideshow Alley: Contains all of the normal things you would find in a sideshow with one exception - a memorial wall set up with dozens of plaques in honor of the deceased children who never made it off the ride of a lifetime. Each plaque has a space for flowers to honor their memories if you wish, but beware, for the sad and gloomy atmosphere around here attracts more than curious trainers.

Joshua crushed his cigarette beneath his heel at the park's entrance. Abandoned indeed, and creepy like you wouldn't believe. But still, the rumours he'd heard about it compelled his curiosity. Phantom Isle, the theme park run by Ghost Pokémon. He paused for a moment. Would Bishop be able to take them on if it came to it? Of course he could. Foresight would make them vulnerable, than he could Tackle them or put them to sleep, all the while immune to their Ghost attacks and sleep inducing moves. Obviously. Now then, where to go first? Joshua adjusted his glasses, surveying the area carefully. Bishop, on his shoulder, hooted, clearly apprehensive.

"Relax, my friend. This area is perfectly suited to you. We can't possibly fail. Now then, where do you like the look of?" Bishop obviously didn't care for any of the treacherous looking rides. Joshua realised it was up to him to decide. "Well then..." He dug around in his bag. Had he brought them? Yes! A lighter and some incense sticks. "Let's pay tribute to the deceased in the Sideshow Alley then before we do anything else."

Last edited by Son_of_Shadows; 27th January 2012 at 12:04 AM.

Originally Posted by scytherdude30
no no no you need an empoleon as your powerhouse da listen to me man I AM THE BOMB

Originally Posted by Zincspider

Yes, someone is getting 'killed'... HOORAY FOR CHARACTER DEVELOPMENT!....

Areas:The Big Wheel: Seems like any old wheel ride, but on a much greater scale. Each carriage can easily hold ten people and the top of the wheel is so high that it cannot be seen from the ground due to it being shrouded in the bizarre violet fog. Recently, there have been rumours of it speeding up, its riders lost, but where?

"I guess this was where they last saw them construction workers, huh?" the trainer and his whiscash walked past metallic pipes, left untouched on the other end of the curb. The curious whiscash prodded the metal slabs stacked nearby with its whiskers, and hurriedly followed by its trainer's back, never looking back. "A pity, all this rust. I wonder what this place could've become. All this steel here seems so wasted now," they both walked past even more large pieces of metal nearby. A very old diversion sign could be seen, probably since the reconstruction, with ineligible writing. It pointed towards the Big Wheel. The trainer heard that this was the next big thing any trainer in Fizzytopia should check out, but it hadn't cross his mind that his place would seem dangerous, some say frightening even, compared to the places he had been to - Cloud Garden, Glacier Islands and even Cascadia.

A female trainer along with her vulpix was seen headed in the same direction. Shortly after, her vulpix squealed and looked upwards. The trainer and his whiscash looked above, saw a big wheel, and decided that that should be the next place to go. "Whiscash, whiscash," the whiscash flopped around behind the trainer, seemingly telling him that it's scared. "Don't worry, Whisky, you can return. I'll send you out again once we're there," he returned his whiscash back to its pokeball. "There's this saying that there are 2 ways of finding things out: Either we use the information counter before coming into The Park, or use the information counter when we're there at that big wheel. Come to think of it, some people prefer to find things out when they're already inside. Hmm, that makes it 3 ways then."

Situated at the back of the theme park is a grand hotel where guests and their Pokémon stayed whilst visiting. The ground floor has the usual areas such as lobby, restaurant, boutique, and entertainment room, while the downstairs levels house a storeroom and very special casino for its patrons. The hotel is still very active but its guests are far different than you might be used to encountering. The eight upper floors containing the suites are more often than not inhabited by spirits, some being those who perished in the fateful incident that closed the park. Some are restless not realising they are dead, and some are harmless, while others are not. Wander around the hotel and you may find more than you'd bargained for.

Areas:The Upper Floors: There are eight upper floors to the hotel where the park's guests stayed, and some still dwell. One great mystery seems to be surrounding the sixth floor, or lack thereof, as the entire level seems to have vanished. Curious, as it's clearly visible from the outside, it just doesn't appear to exist within. The key to room thirteen is also rumoured to be located somewhere within the hotel, its sinister contents being protected as best they can. Can these two mysteries possibly be connected?

"I can't believe we are here."

Drew Guildford was genuinely estatic. For an amatuer freelance paranormal photographer/investigator, the Phantom Isle theme park hotel was like a recently discovered ruin being explored by an archeologist. And with a lack of jobs lately, Drew thought as he ascended upwards in the elevator, I NEED to find something good before we go.

Sensing what his trainer was thinking about, Salazar, who was wrapped around Drew's right forearm (his favorite coiling place), gave a short hiss in agreement.

The 22-year-old grinned. "Let's just hope we find some specter or phantom. Or at the very least some Ghost-type. My already shaky career at the Phantom Inquirer is one failed trip away from termination."

Salazar hissed again, this time a sort of hissing chuckle, causing Drew to join in laughing.

*Ding*

The elevator door opening made both stop. In his mind Drew could already here the beginnings of an ominous soundtrack. "Well Salazar, the key we grabbed in the lobby says it's for one of the rooms on the 5th floor here, so how about we start looking there? Maybe get out the EMF detector?"

Hissss, Salazar murmured, a nagging instinct in the back of his mind giving the snake second thoughts about this investigation...

Trainer Andy: Taking the route to the Mantine Mania, you think it to be an area that is possibly the safest to be stuck in. Unfortunately you don’t know how incredibly wrong you are. The entrance to the ride is pitch black, and rather small, you would only just fit through it. Right next to the entrance is a ticket booth, which is to be expected. What is not expected is that the person in the booth, isn’t actually a person. Instead there is an incredibly creepy robot, in the likeness of a clown. An clown with blood red eyes and what appeared to be incredibly sharp teeth.

As it cackles, there is a little ding and a ticket pops out of the booth. Doing your hardest to ignore the creepiness that exudes from the robot, you take the ticket and walk through the entrance. Entering you can see nothing but black, but luckily that only lasts for a couple of seconds. As light once again appears, you find yourself in a large, but slightly decrepit area. In front of you there are three tunnels, and three different mechanical Mantines. Above each of them is a different word, the first has Dive, the second has Surf and the third has Fly.
Which ride will you pick?

Missingo. Master: You and Weezing make your way over to the Circus Tent, needing to take your mind off the loss of a teammate. The Circus Tent is very large, and coloured a very garish purple and yellow, a somewhat stereotypical circusy tune drifting from the open entrance. A small man suddenly burst from the entrance, dressed in a ringleader’s uniform.

“Ah, you must be here to take on the challenge?” he asked, his eyes growing large, as in almost the size of saucers. “Come in, come in. It is not often that we find ourselves with a challenger; in fact it has been so long that I am not sure that we are still able to put a good fight. Never mind, your challenge awaits!”

He motions for you to enter, and complying, you walk through the entrance and find yourself in a stadium, at one end of it. At the other end is a… skeleton?

“I am your first challenger,” said the skeleton, somehow. “Get ready to battle!”

It lifts its skeletal arm and throws a ball that materialised out of nowhere, the ball opening to release a Haunter. “Haunter you know what to do.”
What will you do?

myahoo: You make your way to the Fortune Teller’s Tent, not that keen on going to all the other places that, as far as you know, are haunted. The tent is behind the Circus tent, the only actual way that you can see it being that it has some form of light illuminating it. It looks rather spooky to be honest, and it really doesn’t help that apparently the Fortune Teller has died.

“Oh no child, I have not died,” suddenly says an old, soft voice from within the tent.

You freeze on the spot, you know for a fact that you have not said anything.

“I can see the future and hear the future my dear,” says the voice. “Come on in deary, I won’t bite.”

Walking through the entrance, Wildfire still shifting uneasily on your shoulder, hampering your movement. The moment you enter, you take in the tent, which is decorated with what appears to be stereotypical mystic stuff. Really it is not that impressive, that is until you see the Fortune Teller. Despite the fact that she had an old voice, she couldn’t have looked more than thirty.

“Looks can be deceiving,” she said, “Now what brings you to my humble little abode?”
What will you do?

Flame Mistress: The Big Wheel is large, larger than you would have ever expected it to be. And it appears that the ticket booth is unmanned. You and Flare walk up to it, to see if perhaps there is someone in there. Instead there is a sign plastered against the front of the booth, that reads ‘Big Wheel is free and automated, just enter and ride will start’. Well that sounds easy, doesn’t it? Too bad you don’t know the true horror behind the Big Wheel. You and Flare walk over and sit in a seat. The carriage door closes and the ride starts. It slowly starts, and picks up momentum… and doesn’t stop. The speed that it is going at is far beyond what is safe, and it only keeps increasing. You sit in your seat screaming, louder and louder until your vision fades.

“Is she alive?”

You slowly open your eyes to find yourself staring at a very gaunt looking down at you. “I do believe that she is,” he says to a… Vulpix?

“She must have ridden the Big Wheel,” says the fire type. “When will people ever learn that riding creepy rides really will never end well. Well girl, I am Volcanus, fire type extraordinaire, and that man over there is Festus.”

You take a couple of second to look around at your surroundings, which appeared to be a dank cave with a small fire in it. Then it hits you, where is Flare? Your vulpix is missing, who knows where she ended up.

What will you do?

CyberBlastoise: You and Gold step onto the fifth floor, which looks identical to the other floors, a long hallway with a ton of doors either side of it. You look at the other end of the hallway, and you do see a set of stairs that appear to be the way to the next level. However, you aren't stupid and quickly realise that it is not what it seems to be.

"Finally the room service is here!" a young woman calls out, suddenly bursting from a room about halfway down the hall. "I ordered over an hour ago. Hey where is my food?"

You are slightly taken aback by the woman, surely she could tell that you aren't room service? You don't even have a cart or anything. You quickly explain to her that you aren't room service, and she suddenly turns a bright shade of red.

"Sorry about that, I am just a little hungry and was getting a little impatient for my food," she apologised, "So what are you here for?"

What will you do?

Atari: You find yourself at the nearest Kiddie Arena, a little bit of nostalga coming back to you. The arena is not very big, concealed within a tent.

"Are you here for the Arena?" asked a man, stepping out from the tent opening. He continues talking once you nod your head. "Well it just so happens that we are having a little tournament, and you are just in time to sign up."

Not actually giving you a chance to say anything, he grabs your arm and pulls you in, Kurai following. He pulls you into a line of about eight other contestants.

"Okay we have our last competitor," says the man. "So let the tournament begin!"

The world around you began to spin and spin, everything becoming blurry. Suddenly then world stops and you find yourself on a battlefield, a small boy at the other end.

"Welcome to round one!" said the voice of the man from before, though he was nowhere to be seen, "Asuka VS Timothy one on one. Let the battle begin!"

The boy clips a ball off his belt and throws it onto the field. It opens up and a Deerling materialises.
What will you do?

Son of Shadows: The Alley has an incredibly ominous feeling to it, though that may just be because of the mural to the fallen children. Lighting your incense, you get ready to pay your respects to the deceased children when suddenly.

Why did you let me die?

That stops you in your tracks, and Bishop suddenly starts ruffling his feathers in unsettlement. You look around, trying to possibley determine who said that.

I said it, why did you let me die?

Why did you let me die as well?

Are you my mommy?

More and more voices start popping up, each one louder than the last. And to make it even worse, they are all clearly childrens' voices. You clutch your head and stagger forward, and fall forward onto the memorial. Suddenly the voices stop, leaving so many questions floating around in your head.

What will you do?

Centin: Returning Whisky, you make your way to the Ferris Wheel, already having seen someone already on your way. Upon arriving at the Wheel, you are dismayed to find that the sign on the ticket booth says 'Out of Order, Sorry for any inconvienance." However the ride is defintely still operating, as the moment you finish reading the sign, it starts up and stops after a couple of minutes. Nothing about it seems to be out of order. You look back at the booth and find that the sign now says ‘Big Wheel is free and automated, just enter and ride will start’. What is going on here?

"Hey you!" calls out an old man, appearing from pretty much nowhere, "Don't get on that ride!"

You look at the old man, wondering where on earth he came from, and then look at the Big Wheel. Should you listen to the man, or get on the Big Wheel and get a free ride?

What will you do?

Rotom310: An amateur freelance paranormal photographer/investigator, you are pretty much estatic at getting the chance to investgate a place like this. With your trusty Ekans behind you, you step out onto the fifth floor, EMF detector in hand. You switch the device on, and are disappointed and a little surprised when nothing happens, as in literally nothing happens - the machine doesn't even turn on. You look at the device, maybe something isn't in the right place? You investigate the device for a couple of minutes, but there is quite literally nothing wrong with the EMF detector. What on earth could be causing this, it is more than baffling. You are snapped out of your thoughts by Salazar hissing in a quite ferocious manner. You look up and see that Salazar is hissing at a tall man... who is currently floating about four feet in the air.

"Leave now or suffer the consequences!" he roars, his voice deep and gutteral, conjeuring up a fireball in each hand

Son of Shadows: The Alley has an incredibly ominous feeling to it, though that may just be because of the mural to the fallen children. Lighting your incense, you get ready to pay your respects to the deceased children when suddenly.

Why did you let me die?

That stops you in your tracks, and Bishop suddenly starts ruffling his feathers in unsettlement. You look around, trying to possibley determine who said that.

I said it, why did you let me die?

Why did you let me die as well?

Are you my mommy?

More and more voices start popping up, each one louder than the last. And to make it even worse, they are all clearly childrens' voices. You clutch your head and stagger forward, and fall forward onto the memorial. Suddenly the voices stop, leaving so many questions floating around in your head.

What will you do?

Joshua pondered the disaster as he lit his incense. The specifics hadn't really been in the papers, but he was fairly sure that over fifty people had died in it, and the park had been immediately shut down as a result. There were rumours of sabotage of course, but nothing was proven, as far as he knew. Of course, Joshua didn't care much for the news, there was never any good news in it. He placed a stick at the memorial, and began to pray for the souls of the children who could never grow up. It was an emotive thought.

Why did you let me die? What? Where had that come from? Joshua got up with a start, and Bishop was looking around nervously, his feathers ruffling. Was it just some especially cruel kid playing a sick prank?

Why did you let me die as well? ... Maybe it was a couple of kids. Joshua called out, indignant, "Knock that off! Show some respect!"

Are you my mommy? ... Now that was just insulting. Granted, his hair was a bit feminine, but still. Dozens of voices now started to scream at him, each with a burning question, and each with the voice of a child. A child who had probably died in the disaster. Joshua clutched his head, and fell to his knees on the memorial. "ARGH! STOP IT! STOP IT! STOP IT!" The voices were rushing through his head, new ones being added all the time, and his brain felt like it was about to explode... And then, all of a sudden, it stopped. What on earth? Joshua sat up. "What the... Bishop, I have an idea. Use Foresight! If there's anything around here that was doing that, we'll force them out of hiding!" Bishop hooted, resolute. He had no idea what they'd find, but his eyes glowed regardless, and they began to scan the area...

Originally Posted by scytherdude30
no no no you need an empoleon as your powerhouse da listen to me man I AM THE BOMB

Originally Posted by Zincspider

Yes, someone is getting 'killed'... HOORAY FOR CHARACTER DEVELOPMENT!....

CyberBlastoise: You and Gold step onto the fifth floor, which looks identical to the other floors, a long hallway with a ton of doors either side of it. You look at the other end of the hallway, and you do see a set of stairs that appear to be the way to the next level. However, you aren't stupid and quickly realise that it is not what it seems to be.

"Finally the room service is here!" a young woman calls out, suddenly bursting from a room about halfway down the hall. "I ordered over an hour ago. Hey where is my food?"

You are slightly taken aback by the woman, surely she could tell that you aren't room service? You don't even have a cart or anything. You quickly explain to her that you aren't room service, and she suddenly turns a bright shade of red.

"Sorry about that, I am just a little hungry and was getting a little impatient for my food," she apologised, "So what are you here for?"

What will you do?

Gold and Bill both reached the fifth floor for search of some clues. Every other floor appeared nearly identical to the ones below from what he seen. He wished that he hadn't taken the stairs, but it was too late by the time he got up there. Knowing that the next set of stairs would most likely not head to the sixth floor, he entered the fifth floor as planned. Several of the doors were petruding side to side, if there was some sort of passageway certainly one of these doors hides it.

The Totodile looked off to the side to find something very interesting. "TOTO!" Gold exclaimed to the young man.

Bill looked at what the Water-typed Pokemon was looking at. It was another set of stairs leading upward into what would appear to be the sixth floor. Bill thought about it for a moment and said, "I wish it was, but there's no way it'd be that easy, Gold."

"Finally, room service is here," a voice called out. Bill had expected a ghost of some sort, but the source of the voice was a woman. Wait...did she just say 'room service'? Bill wondered how in any way, shape, or form did he look like a guy from room service. "I ordered over an hour ago. Hey where is my food?"

Bill looked very surprised. How exactly could he explain that he wasn't room service. He decided to explain that he was not a worker at this hotel at all, let alone an employee for servicing rooms. The woman was shocked and embarrassed by her not-so-large yet not-so-small mistake. She quickly apologized to Bill and just asked him what he was doing here in the hotel.

"Well, I, um..., that is to say. I'm here to investigate." Bill rubbed the back of his head with his hand and said, "Y'know, the rumors about the sixth floor being missing, etc."

Gold just happily called out, "Totodile!" The Totodile was proud of his contribution in helping out with this investigation.

Trainer Andy: Taking the route to the Mantine Mania, you think it to be an area that is possibly the safest to be stuck in. Unfortunately you don’t know how incredibly wrong you are. The entrance to the ride is pitch black, and rather small, you would only just fit through it. Right next to the entrance is a ticket booth, which is to be expected. What is not expected is that the person in the booth, isn’t actually a person. Instead there is an incredibly creepy robot, in the likeness of a clown. An clown with blood red eyes and what appeared to be incredibly sharp teeth.

As it cackles, there is a little ding and a ticket pops out of the booth. Doing your hardest to ignore the creepiness that exudes from the robot, you take the ticket and walk through the entrance. Entering you can see nothing but black, but luckily that only lasts for a couple of seconds. As light once again appears, you find yourself in a large, but slightly decrepit area. In front of you there are three tunnels, and three different mechanical Mantines. Above each of them is a different word, the first has Dive, the second has Surf and the third has Fly.

Which ride will you pick?

Andy focused intently on the three tunnels in front of him, trying his hardest to convince himself that what just happened was merely part of the ride, and not something far more sinister.
Sheldon however made no effort whatsoever to convince himself of such things and had quickly jumped back into his Pokeball the second the clown had sprung to life.

"Well, it seems now we're here we'll just have to try and make it out in one piece," Andy muttered as he looked over the tunnels a second time. "I don't really know what to expect from any of these but Dive doesn't sound like something that going to keep me above the water, and Fly sounds just as bad," he reasoned, picturing the mechanical Mantine soaring wildly through the air with him in it. The thought made his stomach flip and he found it hard to fight back a feeling of nausea and compose himself again.

myahoo: You make your way to the Fortune Teller’s Tent, not that keen on going to all the other places that, as far as you know, are haunted. The tent is behind the Circus tent, the only actual way that you can see it being that it has some form of light illuminating it. It looks rather spooky to be honest, and it really doesn’t help that apparently the Fortune Teller has died.

“Oh no child, I have not died,” suddenly says an old, soft voice from within the tent.

You freeze on the spot, you know for a fact that you have not said anything.

“I can see the future and hear the future my dear,” says the voice. “Come on in deary, I won’t bite.”

Walking through the entrance, Wildfire still shifting uneasily on your shoulder, hampering your movement. The moment you enter, you take in the tent, which is decorated with what appears to be stereotypical mystic stuff. Really it is not that impressive, that is until you see the Fortune Teller. Despite the fact that she had an old voice, she couldn’t have looked more than thirty.

“Looks can be deceiving,” she said, “Now what brings you to my humble little abode?”
What will you do?

Melissa followed the path she'd remembered from the map, reaching the Circus Tent after several pauses and a few jumpy moments. Looking around, she hoped she hadn't ended up going towards one of the more haunted places, as she couldn't seem to find what she was looking for. She walked back and forth, eyes scanning for anything that would point her in the right direction, though she did have to suppress a shiver every time her gaze darted toward movement in her periphery.

"The map did say it was around here, right, Wildfire?"the teen quietly asked her Cyndaquil. He nodded, before cuddling close to her, unsettled by the aura surrounding them.

Finally, Melissa noticed the soft glow of a light on the other side of the Circus Tent, but she hesitated. How could she be sure that it wasn't the product of some other malevolent ghost, wanting to get her to leave and willing to do whatever it took to make her go? She thought the Fortune Teller's Tent was the only attraction around here, but she wasn't completely sure anymore.

"D'you think it's safe to follow?"she whispered, eying the light a little warily. Wildfire glanced from the light to the surrounding shadows and back, hesitantly nodding."Alright, here we go then."Melissa took a moment to control her uncertainty and apprehension, before following the light.

As the duo finally spotted the Fortune Teller's Tent, the brunette couldn't help thinking that they were following the same path the Fortune Teller had tread when the lady had died; after all, didn't people say when you died, you followed a light and left the world behind? Of course, that thinking only made the sudden snapping of the silence even more startling.

"Oh no child, I have not died." Melissa froze, before a sudden rush of heat on the left side of her face had her tilting her head forward and to the left so her hair wouldn't catch on fire. Her heart was racing. She knew for a fact that she wasn't the one who'd spoken and the only other one who could have spoken didn't speak in any human tongue. Therefore, the only thing she could think of was that there was someone in the tent.

"I can see the future and hear the future my dear. Come on in deary, I won't bite," the voice continued. Apprehensively, Melissa started walking towards the tent again, unable to help thinking that this must be the creepiest thing she's ever done in her life.

She ducked into the tent, Wildfire having extinguished his fire shortly after igniting it but still hampering her left arm's movement, and observed the interior. There was a bunch of stereotypical, cliche things strung about to give the place a mystical feeling. Melissa almost wanted to roll her eyes at the choice of decorations, but she restrained herself. Besides, the Fortune Teller was sitting right there, not looking a day over thirty despite her voice--

"Looks can be deceiving. Now what brings you to my humble little abode?" she said.

--and, apparently, she could read minds.

Melissa paused, wondering what to tell the lady, as she reached up to move Wildfire into her arms."Well, I was wondering,"the trainer began politely, figuring that a little extra respect couldn't hurt,"what you could tell me about what sort of adventure I'll have here and which attraction would be the least dangerous to explore."Movement in her arms reminded her of another question."Oh, and what sort of Pokemon I might meet here."Her request stated, the duo waited, half-patiently, half-eagerly, for the Fortune Teller's response.

Missingo. Master: You and Weezing make your way over to the Circus Tent, needing to take your mind off the loss of a teammate. The Circus Tent is very large, and coloured a very garish purple and yellow, a somewhat stereotypical circusy tune drifting from the open entrance. A small man suddenly burst from the entrance, dressed in a ringleader’s uniform.

“Ah, you must be here to take on the challenge?” he asked, his eyes growing large, as in almost the size of saucers. “Come in, come in. It is not often that we find ourselves with a challenger; in fact it has been so long that I am not sure that we are still able to put a good fight. Never mind, your challenge awaits!”

He motions for you to enter, and complying, you walk through the entrance and find yourself in a stadium, at one end of it. At the other end is a… skeleton?

“I am your first challenger,” said the skeleton, somehow. “Get ready to battle!”

It lifts its skeletal arm and throws a ball that materialised out of nowhere, the ball opening to release a Haunter. “Haunter you know what to do.”
What will you do?

Though initially weirded out at the thought of a skeleton commanding a Pokémon, Missingno. Master's slightly shocked expression quickly turned to one of mild excitement.

"OK, a Haunter?" Missingno. Master muttered to himself. His fingers flew over the Poké Balls on his belt, finally settling on one. His grin widened as he plucked his Poké Ball of choice off his belt and pressed the button, enlarging it to full size. "Weezing, don't be offended that I'm not using you for this match, but this one covers almost every possible move a Haunter can throw at us." Weezing nodded to show that it wasn't offended. Satisfied, Missingno. Master tossed the Poké Ball into the arena. "I choose you, Skuntank!" bellowed Missingno. Master.

In a flash of light and a blast of flatulence, Missingno. Master's Skuntank materialized, ready for battle. "Taaaank!" she bellowed as she let loose another fart.

Rotom310: An amateur freelance paranormal photographer/investigator, you are pretty much estatic at getting the chance to investgate a place like this. With your trusty Ekans behind you, you step out onto the fifth floor, EMF detector in hand. You switch the device on, and are disappointed and a little surprised when nothing happens, as in literally nothing happens - the machine doesn't even turn on. You look at the device, maybe something isn't in the right place? You investigate the device for a couple of minutes, but there is quite literally nothing wrong with the EMF detector. What on earth could be causing this, it is more than baffling. You are snapped out of your thoughts by Salazar hissing in a quite ferocious manner. You look up and see that Salazar is hissing at a tall man... who is currently floating about four feet in the air.

"Leave now or suffer the consequences!" he roars, his voice deep and gutteral, conjeuring up a fireball in each hand.

What will you do?

While still in the elevator, Drew took out a small tape recorder, and he spoke into it, "Drew's log. We started our investigation on the hotel's fifth floor. Our first plan is to take an EMF reading. See if there's any paranormal activity on this floor. Based on other readings around the park, it should be off the charts." Noticing Salazar slithering out into the hall he added, "Hey Salazar, don't go too far ahead."

Drew pocketed the recorder as he brought out the EMF detector. Taking a single step out into the hall, he turned the small machine on... only to see a blank screen. "What? There's no reading?" On closer inspection, Drew discovered that the detector wasn't even on, despite the power switch being turned to the on position. "What the heck?"

"HISSS! Ek! Ekansss!" Salazar's ferocious hissing broke into Drew's thoughts. Frustrated, he glanced up at the snake, only to find Salazar himself looking upwards.

At a man.

Floating.

In the air.

Drew almost dropped the EMF detector in shock. If it was humanly possible, his jaw would've hit the floor... and kept going down to the lobby. "Oh my god..."

"Leave now or suffer the consequences!" the man roared, his voice deep and gutteral. He then conjeured up a fireball in each hand, and looked like he was ready to throw them right at Drew.

In retrospect it was probably a horrible idea, but Drew just couldn't help himself. Slowly bringing his camera up to his eye, he snapped a picture. Then, softly calling for Salazar to return, he stepped back into the elevator.

But Salazar had other ideas. That ghost dared to threaten his trainer. For that it must die. Or whatever ghosts do once they die again. Glaring up at the specter, Salazar fired a Poison Sting up at him, much to Drew's horror.

Centin: Returning Whisky, you make your way to the Ferris Wheel, already having seen someone already on your way. Upon arriving at the Wheel, you are dismayed to find that the sign on the ticket booth says 'Out of Order, Sorry for any inconvienance." However the ride is defintely still operating, as the moment you finish reading the sign, it starts up and stops after a couple of minutes. Nothing about it seems to be out of order. You look back at the booth and find that the sign now says ‘Big Wheel is free and automated, just enter and ride will start’. What is going on here?

"Hey you!" calls out an old man, appearing from pretty much nowhere, "Don't get on that ride!"

You look at the old man, wondering where on earth he came from, and then look at the Big Wheel. Should you listen to the man, or get on the Big Wheel and get a free ride?

The trainer was stunned when the old man called out to him. Although, the trainer seemed rough on the outside, he actually was lost in deep thoughts. As they say, it doesn't take very much to easily scare someone daydreaming. He saw an old man who told him not to get on that ride. At first, he gave a "What sort of advice of that?" kind of face, then he looked at the Big Wheel.

"Go, Whisky" and out came a whiscash from its pokeball. The trainer did not even need to tell anything to his pokemon - immediately, the whiscash hissed at the old man. The trainer looked at the old man, back at his whiscash, then bent down, "It's alright Whiscash. I know what you mean. We'll take this one slowly." The trainer stood up, then looked at the man and offered a free ride to him, "Look, we can discuss this further, and maybe get on the ride together. But I'm warning you, if you do anything funny here, I have whiscash, and we can both walk onto that ride anytime."

Scott aimlessly wandered the theme park. Shaana, his Munna, sat on his shoulder. The atmosphere of this place was eerie and it made the 21 year old nervous. "This place gives me the creeps." He said to his Pokemon. "I don't know what possessed me to come here."

"Mun." the Dream Eater Pokemon said. She looked a little nervous herself, she was shivering noticeably, and she had a look of fear on her face.

"We may as well make the most of this. After all, it's been a while since I've been on an adventure." He found a sign with a map of the place and studied it carefully. "Now then, I'm definitely not going on the roller coaster, I hate those things. I'm too old for the merry-go-round, or the kiddie area for that matter. Hm...what to do?" He obsereved each of the other areas on the map untill he found something suitable. "Ah, there we go!" He exclaimed while pointing to a section on the map. "The House of Mirrors." That doesn't seem too bad." The trainer then ran off in the direction of the ride. His Munna still looked a bit fearful.

Entertainment Room: A place for visitors to unwind after spending a long day wandering around the park. A pool table is it's central focal point, although there are several arcade machines lining the walls as well as many tables set out with board games for children to play. Tron and Jumanji are child's play compared to what goes on in here nowadays.

Alex sighed as he walked into the hotel's entertainment room with his Magnemite and Bronzor hovering over each shoulder. "Why did we come here?" he grumbled looking around the old gloomy room. In response his Magnemite dove into his backpack and came out holding a pokeball in its magnets.

"I know we're here to catch a new pokemon. Just why are we here specifically?" In response the magnet pokemon ducked into his bag again and this time came out with a gold coin.

"Yeah, I know it was cheap," he said with a sigh. "Just why did this place have to be so damn creepy?" His twin steel types looked at each other and, due to the electric type being the only one with movable parts other than the eyes, Magnemite looked back at its trainer and made a shrugging motion with his magnets.

Alex rolled his eyes. "Figures." He looked around the room at what thing it had to offer. While the pool table took center stage, he knew he couldn't play to save his life. But the arcade games at the back of the room sparked his interest. Him being a nerd ment he always looked out for new video games. As he walked over he reminded his compainions of his advise on the trip to the island. "If anything out of the ordinary happens, let me know." With the two steel type bobbing a nod, he browsed through the different games.

Son of Shadows: Bishop nods, his eyes starting to glow, and immediately the world around him lights up. The Hoothoot looks around, his eyes focusing on every little detail that couldn’t be seen by the naked eye. And once his vision was focused, the little owl started to freak out, squawking and squealing in fear. You grab a hold of Bishop, trying to calm him down; when your eyes glow as well. And you see what freaked Bishop out. Floating around you and your Hoothoot are what appear to be the ghosts of slain children. And they look slain, each of them is slightly transparent, their skin sagging down. And each of them bears the injuries from their deaths, a couple are holding their heads in their arms, a couple have large gaping holes in their chests and other miscellaneous injuries.

He sees us hisses a girl, her arms and legs twisted in a way that is definitely not natural.

He does hisses a boy, the top half of his body separate to the bottom half of his body.

The dead children all start to hiss their acknowledgement of you seeing them, and begin closing in on you and Bishop.

What will you do?

CyberBlastoise: The woman gives you a look of confusion.

“What are you talking about?” she asks, “The sixth floor is definitely not missing. I’ll show you.”

She grabs your arm and pulls you towards the staircase, and this woman is much stronger than she appears to be. She starts to climb the stairs and you follow her, wondering where you would end up. Walking to the top of the stairs, you look across and see a sign that says ‘Floor 6’.

“See I told you that there was a sixth floor,” says the woman, “I have no idea what you are going about the floor being missing.”

Something is definitely not right about this, but this is definitely the sixth floor, and it definitely isn’t missing. Rather dejectedly you and Gold make your way out of the hotel, and when you step onto the first floor you take a look at the front desk. And freeze in your steps. Sitting there on the desk is a card with the date printed on it, Friday the 17th of February, 1984! And then another realisation hits you. You hadn’t really paid attention to what the woman had been wearing but now that you think about it, but the clothing that she had been wearing had been ever so slightly outdated.

What will you do?

Trainer Andy: Picking Surf, with the hopeful thought that it doesn’t involve being recklessly thrown through the air or under water; you walk over the Mantine in the Surf tunnel. You hop into the ride, hoping that you don’t end up dead. It slowly comes to life, the mechanical Mantine edging down the slide, and suddenly it bursts into life. Your vision becomes black as you enter deeper into the tunnel, all sources of light now gone. However, you can feel the ride getting faster and faster, the rushing air howling in your ears. It gets faster and faster and faster, with no signs of slowing down, which is an incredibly horrifying prospect. Travelling down the tunnel, a large patch of light started to appear… and it appeared to be coming from the bottom of it. This was not going to end well. The mechanical Mantine shoots through the hole, slamming into a concrete floor. It slides along, a loud screeching noise accompanying it, only stopping when it runs into a concrete pillar. Shaken, but thankfully not hurt, you pry yourself out of the now trashed ride and survey your surroundings. You are now in another tunnel, the difference being that this tunnel is rather large, which it would need to be to also hold the ride’s tunnel. The entire thing is made completely of concrete, and there are several openings, interestingly each of them has a label on the top of them, reading ‘Cut’, ‘Rock Smash’, ‘Rock Climb’ and ‘Strength’.

What will you do?

myahoo: The Fortune Teller looks at you for a couple of seconds, well she more stares at you in a creepy manner, as if she was processing your request.

“So you wish to seek an adventure, and maybe a new partner?” she asked, “Well let’s see what the ball has to say.”

The Fortune Teller places her hands on the crystal ball at the centre of the table, and moves her hands around for a little bit. Suddenly she throws her head back, the tent somehow darkening. She opens here eyes, and now they are glowing dark purple.

"Your adventure is going to a long and arduous one," she announced, her voice dropping several octaves, "You will meet many pokemon on your journey, some tougher than the others. And it all starts here!"

There is a loud bang and the crystal ball explodes. Ducking for cover, you look back up and see that where the fortune teller once was, there is now a large pulsating purple portal.

What will you do?

Missingo Master: Skuntank focuses herself, getting herself ready for the battle with Haunter. The ghost type chuckles and flies forward, its left hand glowing bright white. It punched forward, and Skuntank was thrown backwards by the Secret Power. Picking herself up, Skuntank snarles at the ghost and screeches as loud as she can at her opponent. Haunter winces at the assault on its ears, comically shoving its hands into said ears before pulling them out and raising them to the sky. There is a rumbling noise, and before Skuntank has even a chance to raise her head a large Thunderbolt bursts down from the sky. She screams in pain as she is electrocuted, Haunter laughing at its opponent's misery. Letting out a grunt, Skuntank took a couple of deep breaths before launching herself at Haunter, her mouth wide open. She rammed into Haunter, Crunching down hard on its face. It lets out a squeal of pain and throws Skuntank off with another Secret Power.

What will you do?

Rotom310: You look on in horror as Salazar fires off a Poison Sting at the floating man. He lets out a deep chuckle and throws his arms forward. The fireballs burn through the Poison Sting, and continue straight towards Salazar. Your partner jumps out of the way, just managing to be seared into oblivion.

"I said leave!" the man thundered.

He roared and his entire body went up in flames, the hallway starting to become incredibly hot. You back away, and turn to run away when you realise that the man is between you and the way down. Crap. What on earth are you going to do to get out of this. Well the answer to that comes to you in the way of a giant man crashing through the wall. The man barrels into the floating one, and considering that he doesn't go right through him, you guess that he isn't a ghost afterall.

"Come on!" someone suddenly yells at you.

You turn your attention towards the giant hole in the hallway and see a... bright red woman. She motions for you to go with her, but you did have your reservations. Because you know, she seems to have something to do with the man who threatened you... and because she is literally bright red.

"Can't say that I have either, well apart from myself obviously," he replies, contemplating for a couple of seconds. "But there may be someone who might have."

Well this certainly peaks your interest. Noticing this, Volcanus continues, "Nearby there is an old Arcanine who is said to know who everyone within her domain is, and where they are at any given time. Personally I have never seen her do anything like that, but then again, I have never needed her services. But maybe, just maybe she can help you find your Vulpix."

Well that surely was helpful, possibly a little too helpful actually, but you can't tell whether or not you should be suspiscious.

What will you do?

Centin: The old man looks at your Whiscash and back at you with a somewhat confused look on his face.

"I do not mean to do anything funny," he said, "But to warn you. There is something not right with that Ferris Wheel. Countless times, I have seen people hop on for a fun little ride, only to never see them again. No one is ever seen working here, but as you can tell this ride is still fully operational."

He walks over to the ticket booth, your Whiscash not taking his eyes off the old man as he did so.

"Earlier this morning, this sign was hanging on the booth. Not that long ago the sign suddenly said that it was out of order and not running. Now it is back to the first sign again. Something is horribly not right about this ride. Please, I beg of you, do not get on this Ferris Wheel."

The old man is starting to sound a little bit freaking out of his mind. There doesn't appear to be anything sinister about the ride. Hell, the old man's age has probably started to get to him.

What will you do?
Atari: Kurai faces the Deerling, and jumps into action. He waves his little stubby arms and fires off a Ray of light, his intent to Confusethe little deer. Deerling let out a little... whatever noise a deer makes, and a Protective barrier materialises, making Kurai's attack ineffective. Not letting that deter him, the ghost type raises his arms to the high heavens as a small breeze starts to pick up. The temperature in the arena begins to drop, adn the breeze turns into a harsh wind. The little deer is battered by the wind, letting out a cry of pain. The wind suddenly drops and Deerling rights itself before leaping forward, slamming into Kurai with a Faint Attack. Kurai is thrown backwards, sliding along the ground. The Duskull picks himself up, and both he and the Deerling still have a lot of fight left in them.

Trainer Andy: Picking Surf, with the hopeful thought that it doesn’t involve being recklessly thrown through the air or under water; you walk over the Mantine in the Surf tunnel. You hop into the ride, hoping that you don’t end up dead. It slowly comes to life, the mechanical Mantine edging down the slide, and suddenly it bursts into life. Your vision becomes black as you enter deeper into the tunnel, all sources of light now gone. However, you can feel the ride getting faster and faster, the rushing air howling in your ears. It gets faster and faster and faster, with no signs of slowing down, which is an incredibly horrifying prospect. Travelling down the tunnel, a large patch of light started to appear… and it appeared to be coming from the bottom of it. This was not going to end well. The mechanical Mantine shoots through the hole, slamming into a concrete floor. It slides along, a loud screeching noise accompanying it, only stopping when it runs into a concrete pillar. Shaken, but thankfully not hurt, you pry yourself out of the now trashed ride and survey your surroundings. You are now in another tunnel, the difference being that this tunnel is rather large, which it would need to be to also hold the ride’s tunnel. The entire thing is made completely of concrete, and there are several openings, interestingly each of them has a label on the top of them, reading ‘Cut’, ‘Rock Smash’, ‘Rock Climb’ and ‘Strength’.

What will you do?

Heart pounding, head throbbing, Andy pulls himself from the wreckage of the runaway Mantine before collapsing to the ground in a manner more befitting to a newborn lamb. He squeezes his eyes tightly shut, taking a moment to calm himself and let the room stop spinning.

"If I make it out of here alive," Andy muttered to himself, "I am never... ever... going to a theme park again."

As the haze cleared and his surroundings stilled Andy pulled himself shakily back to his feet and surveyed the area.
"So where the hell am I know?" He asked himself as he walked down the tunnel. The light was dim but there was enough to see where he was going, without risking tripping over something and ending up back on the floor again. As he walked he noticed the walls on either side seemed to open up, leading to new passageways, and on closer investigation noticed that each passage was labelled, just like the one that had led him down here in the first place.

"Lets see here... Cut, Rock Smash, Rock Climb, Strength..." Andy said, reading the labels above the openings out loud, "Looks like i'm gonna have to go down one, but these names are even more vague than the last ones." He sighed and looked over the names again, trying to build a picture in his head of what to expect in each one. "Cut" brought images of sharp blades swinging toward himself, whilst "Rock Smash" made him think of huge boulder falling down on top of him, neither made him want to head in those directions, so he turned his attention to the remaining two.

"Why can't they just be labelled "Instant Death" or "Gruesome Dismemberment"?" Andy noted wryly, "at least then i'd know what i'm letting myself in for. But i'm no good at climbing, it that's what i'm thinking that room entails, so it seems i'm left with only one option."

Composing himself as best he can Andy cautiously steps through the opening marked "Strength" and into the unknown.

Missingo Master: Skuntank focuses herself, getting herself ready for the battle with Haunter. The ghost type chuckles and flies forward, its left hand glowing bright white. It punched forward, and Skuntank was thrown backwards by the Secret Power. Picking herself up, Skuntank snarles at the ghost and screeches as loud as she can at her opponent. Haunter winces at the assault on its ears, comically shoving its hands into said ears before pulling them out and raising them to the sky. There is a rumbling noise, and before Skuntank has even a chance to raise her head a large Thunderbolt bursts down from the sky. She screams in pain as she is electrocuted, Haunter laughing at its opponent's misery. Letting out a grunt, Skuntank took a couple of deep breaths before launching herself at Haunter, her mouth wide open. She rammed into Haunter, Crunching down hard on its face. It lets out a squeal of pain and throws Skuntank off with another Secret Power.

What will you do?

Missingno. Master sized up the situation. Skuntank still seemed ready to fight, though Haunter hadn't taken that much damage either. He considered the many moves Skuntank could use, and decided in the end that the best bet was to try and hinder Haunter's attacking capabilities somehow. Confusing it seemed to be the best option- Haunter wouldn't be able to attack as efficiently as usual while confused, and thus Skuntank might be able to land more blows while not taking as much damage herself.

"Skuntank, go!" Missingno. Master called out. "Use Sweet Kiss to confuse Haunter, then follow up with as many Shadow Claw attacks as you can muster. If at any point Haunter forces you out of range with an attack, fight back with Fire Spin!"

Skuntank nodded her understanding of these orders and turned to face Haunter, ready to carry them out.

Centin: The old man looks at your Whiscash and back at you with a somewhat confused look on his face.

"I do not mean to do anything funny," he said, "But to warn you. There is something not right with that Ferris Wheel. Countless times, I have seen people hop on for a fun little ride, only to never see them again. No one is ever seen working here, but as you can tell this ride is still fully operational."

He walks over to the ticket booth, your Whiscash not taking his eyes off the old man as he did so.

"Earlier this morning, this sign was hanging on the booth. Not that long ago the sign suddenly said that it was out of order and not running. Now it is back to the first sign again. Something is horribly not right about this ride. Please, I beg of you, do not get on this Ferris Wheel."

The old man is starting to sound a little bit freaking out of his mind. There doesn't appear to be anything sinister about the ride. Hell, the old man's age has probably started to get to him.

What will you do?

The trainer's whiscash's whiskers twitched as it looked at the old man heading towards the ticket booth, "Whiss, whiss". After hearing the ramblings of an old man, almost to the point of insanity, the trainer pointed to the booth, and proceeded to explain, "Of course. You said the sign said it was out of order, but now it's not. So the sign changed, big deal. Some guy must have had a toilet break and forgot to turn the lights off while he was unofficially loafing around. Tsk, cut him some slack."

"Whisch, whisch," his whiscash flopped around. "See, my whiscash does it too. Whenever we feel like taking a break, we take a break and won't come back till we're fully relieved," the trainer was actually trying to thwart and test the old man. Any sensible old man would agree, but any hysterical person wouldn't. "Now move aside so I can take a look at that sign. That is either a big evidence to this tell-tale, or a small souvenir you can keep," the trainer marched towards the ticket booth attempting to collect the sign, while his whiscash promptly followed its trainer, preparing to shoot out a Water Pulse if its trainer were to be unable to reach the sign up there.